Esports World Model Dataset
We introduce the Esports World Model Dataset (EWM), a collection of human gameplay spanning StarCraft II, Dota 2 and Counter-Strike 2, with 3,053 games and maps and approximately 4,880 player-view hours, including estimated hours for the ongoing CS2 extension.
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Key points
- Interactive world models must capture how multiple participants jointly change a shared environment while observing different parts of it.
- Competitive games make this challenge concrete: players cooperate and compete, while fog of war, team vision and camera placement determine what each can see.
- In StarCraft II, player-specific entity records further distinguish live observations from remembered snapshots and link co-observed entities across opposing views.
- By connecting human decisions, shared dynamics and player-specific information, EWM supports research toward jointly controlled multiplayer world models and interactive environments populated by teammates and opponents learned from human play.
Sources (1)
- [1]Esports World Model DatasetarXiv (AI, ML, NLP, CV, robotics, multi-agent) · Oct 12, 04:41 AM
We introduce the Esports World Model Dataset (EWM), a collection of human gameplay spanning StarCraft II, Dota 2 and Counter-Strike 2, with 3,053 games and maps and approximately 4,880 player-view hours, including estimated hours for the ongoing CS2 extension.
Interactive world models must capture how multiple participants jointly change a shared environment while observing different parts of it.
Extractive summary: sentences quoted from the sources.
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